13,963 research outputs found
AI-Generated Fashion Designs: Who or What Owns the Goods?
As artificial intelligence (âAIâ) becomes an increasingly prevalent tool in a plethora of industries in todayâs society, analyzing the potential legal implications attached to AI-generated works is becoming more popular. One of the industries impacted by AI is fashion. AI tools and devices are currently being used in the fashion industry to create fashion models, fabric designs, and clothing. An AI deviceâs ability to generate fashion designs raises the question of who will own the copyrights of the fashion designs. Will it be the fashion designer who hires or contracts with the AI device programmer? Will it be the programmer? Or will it be the AI device itself? Designers invest a lot of talent, time, and finances into designing and creating each article of clothing and accessory it releases to the public; yet, under the current copyright standards, designers will not likely be considered the authors of their creations. Ultimately, this Note makes policy proposals for future copyright legislation within the United States, particularly recommending that AI-generated and AI-assisted designs be copyrightable and owned by the designers who purchase the AI device
Generating Rembrandt: Artificial Intelligence, Copyright, and Accountability in the 3A Era--The Human-like Authors are Already Here- A New Model
Artificial intelligence (AI) systems are creative, unpredictable, independent, autonomous, rational, evolving, capable of data collection, communicative, efficient, accurate, and have free choice among alternatives. Similar to humans, AI systems can autonomously create and generate creative works. The use of AI systems in the production of works, either for personal or manufacturing purposes, has become common in the 3A era of automated, autonomous, and advanced technology. Despite this progress, there is a deep and common concern in modern society that AI technology will become uncontrollable. There is therefore a call for social and legal tools for controlling AI systemsâ functions and outcomes. This Article addresses the questions of the copyrightability of artworks generated by AI systems: ownership and accountability. The Article debates who should enjoy the benefits of copyright protection and who should be responsible for the infringement of rights and damages caused by AI systems that independently produce creative works. Subsequently, this Article presents the AI Multi- Player paradigm, arguing against the imposition of these rights and responsibilities on the AI systems themselves or on the different stakeholders, mainly the programmers who develop such systems. Most importantly, this Article proposes the adoption of a new model of accountability for works generated by AI systems: the AI Work Made for Hire (WMFH) model, which views the AI system as a creative employee or independent contractor of the user. Under this proposed model, ownership, control, and responsibility would be imposed on the humans or legal entities that use AI systems and enjoy its benefits. This model accurately reflects the human-like features of AI systems; it is justified by the theories behind copyright protection; and it serves as a practical solution to assuage the fears behind AI systems. In addition, this model unveils the powers behind the operation of AI systems; hence, it efficiently imposes accountability on clearly identifiable persons or legal entities. Since AI systems are copyrightable algorithms, this Article reflects on the accountability for AI systems in other legal regimes, such as tort or criminal law and in various industries using these systems
Architectural authorship in generative design
The emergence of evolutionary digital design methods, relying on the creative generation of novel forms, has transformed the design process altogether and consequently the role of the architect. These methods are more than the means to aid and enhance the design process or to perfect the representation of finite architectural projects. The architectural design philosophy is gradually transcending to a hybrid of art, engineering, computer programming and biology. Within this framework, the emergence of designs relies on the architect- machine interaction and the authorship that each of the two shares.
This work aims to explore the changes within the
design process and to define the authorial control of a
new breed of architects- programmers and architects-users on architecture and its design representation. For the investigation of these problems, this thesis is to be based on an experiment conducted by the author in order to test the interaction of architects with different digital design methods and their authorial control over the final product. Eventually, the results will be compared and evaluated in relation to the theoretic views. Ultimately, the architect will establish his authorial role
Lisp, Jazz, Aikido -- Three Expressions of a Single Essence
The relation between Science (what we can explain) and Art (what we can't)
has long been acknowledged and while every science contains an artistic part,
every art form also needs a bit of science. Among all scientific disciplines,
programming holds a special place for two reasons. First, the artistic part is
not only undeniable but also essential. Second, and much like in a purely
artistic discipline, the act of programming is driven partly by the notion of
aesthetics: the pleasure we have in creating beautiful things. Even though the
importance of aesthetics in the act of programming is now unquestioned, more
could still be written on the subject. The field called "psychology of
programming" focuses on the cognitive aspects of the activity, with the goal of
improving the productivity of programmers. While many scientists have
emphasized their concern for aesthetics and the impact it has on their
activity, few computer scientists have actually written about their thought
process while programming. What makes us like or dislike such and such language
or paradigm? Why do we shape our programs the way we do? By answering these
questions from the angle of aesthetics, we may be able to shed some new light
on the art of programming. Starting from the assumption that aesthetics is an
inherently transversal dimension, it should be possible for every programmer to
find the same aesthetic driving force in every creative activity they
undertake, not just programming, and in doing so, get deeper insight on why and
how they do things the way they do. On the other hand, because our aesthetic
sensitivities are so personal, all we can really do is relate our own
experiences and share it with others, in the hope that it will inspire them to
do the same. My personal life has been revolving around three major creative
activities, of equal importance: programming in Lisp, playing Jazz music, and
practicing Aikido. But why so many of them, why so different ones, and why
these specifically? By introspecting my personal aesthetic sensitivities, I
eventually realized that my tastes in the scientific, artistic, and physical
domains are all motivated by the same driving forces, hence unifying Lisp,
Jazz, and Aikido as three expressions of a single essence, not so different
after all. Lisp, Jazz, and Aikido are governed by a limited set of rules which
remain simple and unobtrusive. Conforming to them is a pleasure. Because Lisp,
Jazz, and Aikido are inherently introspective disciplines, they also invite you
to transgress the rules in order to find your own. Breaking the rules is fun.
Finally, if Lisp, Jazz, and Aikido unify so many paradigms, styles, or
techniques, it is not by mere accumulation but because they live at the
meta-level and let you reinvent them. Working at the meta-level is an
enlightening experience. Understand your aesthetic sensitivities and you may
gain considerable insight on your own psychology of programming. Mine is
perhaps common to most lispers. Perhaps also common to other programming
communities, but that, is for the reader to decide..
Copyrights in Computer-Generated Works: Whom, if Anyone, Do We Reward?
Computer-generated works raise grave authorship concerns under U.S. copyright law, with arguments in favor of allocating copyrights to the computer user, programmer, the computer itself, or some combination therein. The author discusses the issues and paradoxes inherent in these choices, and assesses the nature of mathematical graphical processes in light of the idea/expression dichotomy
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Entanglements of creative agency and digital technology : a sociomaterial study of computer game development
Digital technology, with its distinctive characteristics that result from the fundamental process of digitalization that underpins it, is seen as fundamentally altering processes of creativity. However, we currently have limited understanding of creativity in relation to the development of digital technology. Computer game development, with its combination of esthetic, affective and cultural use features and highly sophisticated digital technologies, is a valuable setting for investigating these issues. In this paper, we explore how computer games are shaped through the interplay between the creative intentions of developers and the digital technologies involved in their production and playing. Drawing on in-depth studies conducted at three leading computer game development studios and a leading producer of the software system used in game development, this paper shows how the game developers' creative ideas for imagined novel game-playing experiences relate to a) the development of relevant digital technologies, and b) the emergence of new game development practices. The article goes on to propose a view of creativity as an on-going flow that, following an initial âcreative impulseâ, ripples through the sociomaterial entanglements of a particular setting, reconfiguring them in the process and spreading out in time and space in often unexpected ways
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